I grew up with three parents: Mom, Dad, and Nintendo.
My mother and father were great—kept me out of trouble, let me earn trust, and gave me some slack on the leash.
Nintendo, on the other hand, has always been the stereotypical helicopter parent.
And still is.
When I moved out of my Mom and Dad’s house, I took my Nintendo games with me. Along with them, I brought some overbearing restrictions along for the ride.
I got my own place to live, my own car to ride, and my own job to cover my bills. That’s what we call “adulting.” Unfortunately, I still feel like a kid when I try to play online and use the limited internet services built into Nintendo systems.
This company from Japan thinks it’s their job to raise me. It’s not, and it never was.
If Nintendo wants to provide a parental control app—great. The one for Switch has some neat features. That needs to be the end of their responsibilities, so parents can do the rest.
It would sure be nice to talk to my friends… or even my competitors if I want to!
Nintendo’s reward program has evolved and devolved over the years. There was a really nice sweet-spot during the Wii era, where lots of great games earned you points and those points could be redeemed for awesome physical prizes. I enjoyed that period and collected a lot of exclusive merch that made me feel like a part of the—well—club.
Things are different with today’s program, My Nintendo. The approach pivoted from rewarding surveys to gameplay accomplishments and task completed instead, which is a sensible exchange. However, with the new program, we’ve firmly waved goodbye to physical goodies like tote bags and hanafuda cards, left to spend our Gold and Platinum coins on in-game outfits, themes, and digital wallpapers.
Turns out, it’s no replacement. I was excited at the onset of My Nintendo, as a few games were offered for redemption: WarioWare Touched!, a DS title, and a Zelda-themed Picross game exclusive to the loyalty service.
Eager for more rewards like this, I quickly became disappointed when I found nothing worthwhile to spend my coins on.
Worse, the digital currency was a ticking time-bomb. Expiration dates loomed over my Nintendo piggy-bank, which threatened to disappear if I didn’t hurry up and spend it on a bunch of themes I would never use.
I don’t feel particularly rewarded by Nintendo, which is a problem when you consider that I’m their best customer: a day-one early adopter, a collector, a completionist, and a brand ambassador dedicating my life to working for them free of charge.
If their customer loyalty program isn’t for me, then who is it for?
Have you ever been on the outside, looking in on a pop-culture phenomenon?
While the Pokemon games are some of the most popular titles in Nintendo’s stable, I’ve never played a full mainline entry.
I’ve had a weird history with this franchise, and beaten just about everything except the main RPGs: Stadium 1&2, Snap, Colosseum, XD Gale of Darkness, Pokken, a little GO, even Hey You! Pikachu for goodness sake.
I grew up a little bit after the huge wave of Red/Blue/Yellow hype, and have always felt that I missed the bandwagon.
People who have been with the series since its inception are still trading their pocket monsters from game to game, amassing a huge army!
It definitely feels like I would have a hard time just jumping in, although I know they create these games for a younger demographic and take into account franchise newcomers to some extent.
You know what still scares me? It’s all the nuance that’s built up over generations. Developer GameFreak still builds on mechanics that have existed for decades, resulting in an imposing collection of the unknown.
A crossroads approaches. When the Pokemon series debuts on Nintendo Switch, I feel like I’ll have my best shot yet of hopping aboard the speeding train. If I let it pass me by again, I may never catch up.
I remember being drawn to the first Paper Mario like a magnet.
It was in a video rental store, and I saw the N64 cartridge sitting on the bottom shelf. I didn’t know why Mario was paper, or why it was turn-based, but I immediately brought it home.
Of course, an RPG like Paper Mario can’t really be explored and beaten during a rental period, so I ended up buying it. I had to! The story, the characters, and the gameplay were so compelling that I had to see the adventure through to the end.
The Thousand Year Door was a beautiful follow-up on GameCube, which I first laid eyes upon at a WalMart. It was one of those demo kiosks where you had to stare up at the ceiling and snap your head backward to see. It continued the wonderful characterizations, thickened the plot, and introduced exciting new transformations for Mario that shook up the gameplay.
Super Paper Mario was memorable. Although stripping out the beloved traditional RPG elements, the game introduced a compelling tale of love and tragedy, alongside an interesting 2D-to-3D mechanic.
And then it all went downhill.
Unique, lovable, captivating characters were replaced with gimmicks of stickers and paint.
This image sums it up well.
The modern entries have their own merit, and bring some amount of charm. But along the way, the franchise lost focus. Paper Mario became more about churning out a quick win for sales and marketing than it was about world-building.
It might have been when the father of Mario gave the Sticker Star team these directions: There were two main things that Miyamoto-san said from the start of the project—”It’s fine without a story, so do we really need one?” and “As much as possible, complete it with only characters from the Super Mario world.” –Iwata Asks
35 hours. That’s how many I put into Picross S for Nintendo Switch. It was an impulse buy at $8, “cheap” by many standards, but its true expense was my time.
My days contain 24 hours, like yours, but not many are leftover for gaming. What precious little minutes remain for entertainment must be wisely spent, and I failed to do so with Picross.
Don’t get me wrong; I love the series. But this particular title didn’t offer much by way of new or exciting material. My first few hours were motivated by fun, and I played a bit longer in multiplayer, which was a worthwhile experience with friends and family.
The rest of my time was spent out of compulsion. Nintendo has successfully trained me as a collector, so earning the medals on each group of puzzles felt rewarding at first, but ultimately became a chore. I truly noticed the problem after completing all 150 levels, then immediately setting out to do them again in Mega Picross mode. The SAME puzzles!
I wanted to be 100% done with the game so that I could move on to other, more fun titles. Therein lies the issue: I didn’t have to complete the game to move on. I should have closed the software, let it rest, and came back in a few weeks or months.
What I endeavor to do in the future, and I encourage you to as well, is make wiser choices with your gaming time. Maximize your fun. If a game isn’t doing the trick, sell it. If you can’t get rid of it, forget it.
Our time on this planet is short, so recreation should be used for relaxing, improving skills, and most importantly: spending time with people we care about. Whether that’s your friend or your spouse, gaming can be a great way to grow bonds.
You don’t have to prove anything to anyone by being a completionist. For goodness sake, there aren’t even achievements on your Nintendo profile! And you don’t owe it to yourself to slog through a game just because you purchased it. You wouldn’t eat every bite of a meal at a restaurant if it tasted bad, or pained you to swallow, right? The same applies here.
I’m younger than you might guess. I was only 12 years old as I was saving up for the launch of Nintendo Wii.
I had never been more excited for a video game console, and I was literally counting down the days. On my wall calendar, I flipped forward to November 19th, 2006 and wrote “WII DAY” in big marker. I then proceeded to work backward and mark a countdown on each preceding day, up into the 60s!
Many families lucky enough to locate a Wii on store shelves would get to open their shiny new system for Christmas that year, but that wouldn’t do for me. As a 12 year old, I performed every extra chore I could find until a stack of $500 ensured I could buy the console and whatever games and accessories I wanted, on launch day.
Ever since then, I’ve been hooked on getting my games the day they come out.
Release date announcements go straight into my Google Calendar (sadly, I no longer hang a physical one on my wall) and I receive reminders as the launch comes nearer.
Whenever Nintendo launches a new title, you can find me at the store either at a midnight launch, or right when I get off work.
It’s an event. Every time.
But why—why is it so important to me that I experience new games on the first day? Wouldn’t it be smarter to wait and read some reviews? Delaying my purchase even longer could land me a discount.
The game industry moves fast. Conversations online quickly turn to the latest and greatest, so participating in gaming communities is easier when you’re up to speed.
There’s also a heavy dose of excitement that comes with being an early adopter. You get to go into a brand new, creative piece of art before it’s talked about like common knowledge on podcasts or had its surprises spoiled in YouTube thumbnails (our channel doesn’t do that, by the way).
It’s fun to be on the cutting edge. Sure, you get cut every once in awhile, but the thrill is worth it.
I’ve seen the pattern.
Nintendo releases a new console, which is disruptive and revolutionary in the gaming industry (innovate).
Next, they follow it up with a system that refines and advances their previous console (iterate).
Then the cycle repeats.
NES: brought arcade-level gaming to the home | SNES: improved graphics, added buttons
N64: introduced 3D gaming, rumble, 4-player | Gamecube: improved graphics, added a c-stick
Wii: debuted motion control, wireless gaming | Wii U: improved graphics, had some good games
Switch followed in the footsteps of NES, N64, and Wii, changing the way we think about and interact with games.
It’s also experiencing an outstanding amount of success, with a warm reception from core gaming enthusiasts.
There’s no doubt in my mind that Nintendo will continue the trend and stay on the trail that Switch is blazing. Their next console will be a Switch 2.0.
It will be more powerful, will have a few of those features that we wanted but did not get, and will be an easy upgrade. VR is a no-brainer, but time will tell if that’s the main focus.
Happy Thanksgiving, everybody! Here at the Crew, we’re a thankful bunch, and this is the perfect time of year to count our blessings and reflect on the many things we have to be grateful for.
Thankful for Switch
Nintendo’s latest and greatest console has been welcomed with open arms by the faithful few and, seemingly, the masses as well. The R&D team crafted a unique piece of kit that’s exactly what we wanted, and the launch was amazing. In the months following, software support has been both steady and spectacular. With Switch, Nintendo ushered in a new Golden Age of gaming, and it’s really special to have a platform that brings pure pleasure.
Thankful for the Crew
Two Button Crew affectionately refers to our viewers and subscribers as the greater “Crew,” and greater is the perfect word to describe you folks. The Internet can be a nasty and hate-filled place, but none of that comes with the viewers we attract. It’s been magical to see the sincerity and kindness demonstrated by people who tag along with our content. Every few days, we receive a nice note from a Patron or long-time subscriber, telling us how our entertainment has helped them and wishing us to keep going. The encouragement means the world.
Thankful for Podcasts
Nintendo podcasts are becoming more and more prevalent, with long-running ones still pumping out episodes and a number of new ones that popped up with the release of the Switch. Content creators are more eager than ever to discuss news, impressions, as well as an increase in meaningful topics being lobbied. If you aren’t a podcast listener, you’re missing out on some excellent sound-bites from insightful industry reporters and analysts. For hosts, podcasts are a chance to sit back and talk freely about what’s on their mind in the gaming spectrum. For listeners, it’s like having a group of friends (just as dedicated to Nintendo fandom as you are) that meet together weekly to celebrate all things Mario, Metroid, Zelda, and the rest. The podcast we started this year has been a lot of fun.
Thankful for Unforgettable Games
2017 will truly be a year to remember. We now have our modern version of Ocarina of Time vs. Super Mario 64, with the brand new installments Breath of the Wild and Odyssey. The debates between greater game will live on for decades, hopefully not overshadowing the outstanding Splatoon 2, ARMS, Mario + Rabbids, and swaths of indie games flooding the eShop each week. Switch is quickly becoming a home for masterpieces, whether they are brand new experiences, definitive editions, ports, or remakes.
Thankful for a Bright Future
This year was laser-focused on software quality and quantity. I picture Nintendo’s offices being “all hands on deck” to make this new hardware a success. However, there are other ventures that Nintendo is preparing to embark on; namely a theme park, an animated Mario film, more mobile titles, and more. Development on great software will continue as we are promised new entries in the Metroid Prime series (!) and Pokemon, which will sell systems like absolute bananas. The install base is shaping up to be so huge, no developers will be able to ignore it!
When Nintendo bounced back from the Wii U, they bounced back hard. They’re back in the spotlight, which is a huge payoff for people like us who have followed the brand through thick and thin. I’m thankful we’re currently in the thick of the action!
Have a wonderful Holiday, hug your family, and drag them to your room to play some Switch!
Note: The following article contains spoilers for Sonic Mania. For those interested in Sonic Mania, I highly recommend waiting until you complete zone 2, act 2 before reading further.
Sonic Mania is amazing. But you probably already know that, either from experiencing it first-hand or from the mounds of praise heaped upon it by the general public. It quickly became my favorite entry into the franchise when I picked it up for myself a few months ago. It’s the “back to basics” game Sega has been promising—but ultimately failing—to deliver for nearly a decade now. Heck, this game is so good, it can even include one of the most egregiously wrong design choices I’ve ever seen and make it one of the most charming set-pieces of the entire game.
And no, that’s not hyperbole, one of the game’s most memorable moments is flat out stupid by conventional game design standards. What moment am I referring to? The Chemical Plant Zone Robotnik fight.
Why It Should be Horrible
The boss of Zone 2 isn’t a boss in the traditional sense; instead, it’s a game of Puyo-Puyo Pop. That’s right, instead of fighting some wacky contraption, Sonic, Tails, or Knuckles faces Dr. Robotnik in a lethal game of Puyo-Puyo. No instructions, no fore-shadowing, just dropped into a game and expected to win.
From a design standpoint, this looks like a bad idea on paper. As mentioned before, the player is given no instructions. Puyo Pop isn’t exactly the hardest game to understand, but the game assumes the player already knows how to play. There’s no pop-up for controls, no instructions on how to clear Puyos from the screen, nothing. If the player is familiar with drop-puzzles like Tetris or Dr. Mario, they may be able to intuit some objectives from the conventions of the format: namely matching colors.
That leads into the more pressing issue: genre shift. While switching between gameplay styles isn’t uncommon in video games, especially more recent Sonic titles, typically levels that dip into different gameplay formats only switch to genres of a similar nature. For instance, many side-scrolling platformer games include one or two levels that switch over to being a side-scrolling shoot-em-up. This is typically considered acceptable because the two gameplay styles have many similarities. Most notably, both are action games, meaning the skills needed to master them are almost identical. These skills include things like quick-reflexes, spacial awareness to assess threats and their proximity to the player, and prioritization of risks and rewards (such as power-ups).
Where switching gameplay styles gets frustrating is when the new style has little or nothing to do with the concepts of the core gameplay style. A pertinent example of such a gameplay switch is the fishing segments of Sonic Adventure. While many people speak fondly of the game those segments’ mechanics were based off of, Sega Bass Fishing, most people object to the inclusion of such mechanics in an action platformer. That’s not to say juxtaposed gameplay styles can’t be paired successfully, but that contrast typically has to be one of the game’s core principles with everything else designed around it (e.g. DS cult classic Henry Hatsworth).
Where switching gameplay styles gets frustrating is when the new style has little or nothing to do with the concepts of the core gameplay style.
Now compare that to Puyo-Puyo Pop. Being good at Puyo-Puyo requires players to plan on the fly. The player has to decide how to stack and group puyos in real-time to set up combos and react to his opponent’s attempts to interfere. I don’t have the background in Puyo-Puyo to know what exactly goes into high level play, but I can tell you it’s a very different game than Sonic the Hedgehog. This means that the player is expected to use an entirely different skill-set from what the game has been training him to use up until this point. Moreover, this is the only place in the game—outside of an unlockable bonus Puyo-Puyo mode, that is—that the player is asked to exercise these skills.
The moment in question.
Why It’s Awesome
So why does this moment work? There’s several factors at play here. First is the design of Puyo-Puyo Pop itself. First of all, Puyo Pop is a fairly easy game to learn: the computer is playing it along-side the player. If the player doesn’t understand how color matching works, he can just observe the computer match groups of four or more puyos of a single color.
Secondly, this battle is pretty easy. So long as the player keeps the board mostly clear, Dr. Robotnik’s incompetence will do the rest of the work sooner or later. Putting the battle so early in the game was actually a smart move: the encounter’s low difficulty allows the player to get used to the new gameplay style while still fitting the game’s expected difficulty curve.
Third, Puyo Pop is good. Many times when a game dips into a different style, the auxiliary gameplay style is under-developed. The majority of the developers’ time and effort (hopefully) goes toward the core gameplay, meaning mini-games don’t get the time and polish needed to fully flesh-out the concept. The Puyo-Puyo battle gets around this by implementing an already established idea. This way the Mania team didn’t have to haphazardly slap together a new gameplay concept, instead they just had to copy something they knew works.
Many times when a game dips into a different style, the peripheral gameplay style is under-developed.
Now that I’ve gotten the minor stuff out of the way, let’s talk about the two biggest reasons this works. I’m sure many of you are grinding your teeth by now with how I keep referring to this moment as “Puyo Pop”. Chemical Plant Zone’s Robotnik fight is actually a callback to the Sega Geneisis/Mega Drive classic Dr. Robotnik’s Mean Bean Machine (which was technically just a reskin of a Puyo-Pop game, but whatever). This attention to detail and acknowledgment of the Sonic series’ history is a huge part of what makes this bizarre set-piece work. Who in their right mind would anticipate such an obscure reference?
Companies like Sega and Nintendo often reference their past works, but they tend to stick to callbacks that are easy for fans to recognize. Even when a reference is to something more obscure, it’s out of the way and can be easily ignored. Most designers would stick some puyos/beans in the background and call it good. The Mania team, however, decided to put that callback front and center by making it a part of gameplay. If the reference is half of the reason this moment works, the sheer audacity that the designers would even attempt it is the other half. The element of surprise and the obscene amount of creative whimsy this moment embodies is more than enough to make up for any of its “bad” game design.
If the reference is half of the reason this moment works, the sheer audacity that the designers would even attempt it is the other half.
The combination of good implementation, recognizability, and surprise factor all come together to make this one of my favorite game set-pieces in recent memory. While I love analyzing what works and what doesn’t work in games, it’s important not to get too entrenched in sticking to “good” game design. There’s a delight in encountering the unexpected that is all too often ignored in favor of “safe” design practices. Formula is good, but too much results in a game being formulaic.
Samus has been all over the galaxy, answering distress calls everywhere from overrun space stations to giant baby bottles.
Her contemporaries (Mario and Link) have had huge shake-ups in their respective series, much needed to avoid fatigue and bring something fresh. Where does Samus need to go from here?
Earth.
Samus needs to land on planet Earth and defend it from invading aliens.
That’s how this series can mature and raise the stakes all in one fell swoop. It’s great that she’s a solitary and silent hero, and I know the Metroid series is lauded for its isolation and atmosphere. But…
We can’t just keep fighting Ridley and Space Pirates over and over, acting surprised when the Metroid race is not extinct (again).
The entire game doesn’t have to be set on Earth, either. She can speed off in her gunship to stop a planetary attack from being launched—that kind of thing!
I don’t expect a monumental shift like this to occur in Metroid Prime 4, because that wouldn’t be a logical way to proceed after the trilogy. However, the Metroid franchise will need to take a big step sooner or later.
Although this series of games was born at the same time that most of Nintendo’s IP were created in the NES era, Metroid titles always sell surprisingly low compared to their peers. The Big N needs to shake things up and attract mainstream attention to this series, or it will probably always exist in a state of sales flux with long periods between sequels.
Metroid could also benefit from dropping the “Metroid” name. It’s weird to have a franchise named after a common enemy (like Goomba Odyssey or Bokoblin of the Wild) and only serves to box in the developers’ creativity.
Do you love huge, generalized sweeping statements? Well, you’re in luck!
Indies are way better than 3rd party developers.
When I play a 1st party Nintendo game, the polish is undeniable. I can practically taste the quality assurance oozing out of every aspect of the game.
Playing a 3rd party title is often a disappointing affair. I’m reminded how much less effort they put into their menus, onboarding new players, readability, and the overall stability of the experience.
Indies, however? I’ve had the pleasure of completing multiple independently-developed games that feel as if they belong in Nintendo’s own stable of IP. They often approach development the same way Nintendo does, creating a unique mechanic and building an entire world around it.
These self-published titles come with lower budgets and therefore have less marketing. They have to compensate with more ambitious pitches; it takes a lot to stand out on the Switch eShop, with handfuls of games being dumped onto the store weekly.
An indie game tries to do less, and with that narrower focus comes a more concentrated dose of polish.
For the most part, independent games are structurally and functionally tight. You can learn what’s expected of you in a matter of seconds, just like an old arcade or NES game.
They are more often labors of love, made by people who don’t come home with a check twice a month from an employer but quit their job to work on the idea that they just can’t get out of their head.
Indie games are less restricted by businessmen who demand a carbon copy of what’s already selling and are free to experiment with art styles and non-traditional music.
Do yourself a favor and enjoy indie games, thereby supporting these small studios. They both need it and deserve it.
Christmas is nearly upon us! I’m not sure where you live, but the Two Button Crew homebase is covered in snow and ice. It’s a good thing we have the Holidays to look forward to: quality time spent with family and friends, along with the exchanging of gifts.
Before you dash out the door to go Christmas shopping for your friend, make sure you’ve got the right game-plan in place!
Do!
1. Get something you can enjoy together. You can give something more valuable than your money or another possession this Christmas; an experience. Your time is worth more than anything you could put in wrapping paper. Try to find a game that can instantly be started up and played together – especially cooperatively! This is how memories are made that can last a lifetime.
2. Go in as a group. There is power in numbers. Sometimes, the best way to get your bestie something special is to gather a bunch of friends and pool your money. Instead of 4 separate games, maybe you give 1 console and make it a Christmas to remember! Or with your combined resources, maybe you can plan a PAX or Comic-Con trip for your lucky friend and cover everything. Together, you can expand your creativity and buy something more substantial.
3. Consider an accessory. Your friend might be the kind of person who buys all the games they want. It can be difficult to shop for that person. But don’t forget about accessories! These “nice-to-have” upgrades like a carrying case, extra battery pack, console skin, or even an extra controller can help your friend get a lot more mileage out of the games and hardware they already have. Accessories don’t seen essential, so they can be hard to buy for yourself. But as a gift, they suddenly feel invaluable!
4. Ask them what they want. Enough guess-work! Everyone has a Christmas wish-list, whether it’s on paper or simply unspoken. Ditch the risk of spending money on something that they don’t truly want by hearing it straight from the horse’s mouth… what would they like to receive? It isn’t lame to order something right off of your pal’s list; how happy would you be to get just what you want?
Don’t!
1. Don’t find the cheapest deal available. I’ve been guilty of swooping down upon a deal. Retailers are all trying to offload their product as soon as Thanksgiving Day rolls around, so you’re going to see some pretty cheap games, guides, and gaming goodies galore. Don’t fall for it! It’s a trap. It’s the easy way out. Besides, it’s on sale. If your friend really wants it, they’ll pick it up.
2. Don’t buy them a game you already have. Yeah yeah, you have awesome taste in games. You buy the most exciting, most fun titles. That doesn’t mean you should look at your collection and get your friend one step closer to matching it. The reason is simple: you can lend that stuff out. Instead of allowing things collect dust on your shelf, let a friend borrow some games and get them something unique.
3. Don’t get them to finally try something. You’ve been telling your buddy to try this new game; just to try it! But they’re not easy to convince. Christmas seems like the perfect opportunity to push them over the ledge and provide them with that sweet new experience. I wouldn’t do this. Speaking from experience, there’s probably a good reason that friend has been reluctant to take your advice. They haven’t sprung for the new game because it just looks like it’s not for them. Oh well—you tried! Instead, give a gift that they’re more interested in.
4. Don’t give them store credit. Sure, everybody likes money… but it’s not exciting to open. It’s definitely not personal, and might suggest that you don’t know the recipient well enough. That’s not what you want to communicate on Christmas. Besides, the value on the eShop card is obvious and apparent, placing a pricetag on your friendship.
Got the Four ‘Do’s and Four ‘Don’t’s of the Game Giving Gift Guide? Good! Go and give some great games.
$50. That’s how much it costs to buy half a controller in the Nintendo Switch era.
Don’t get me wrong! I like the Joy-Con. They’re packed with a lot of technology with plenty of inputs, HD rumble, NFC read/write, and weirdest of all: an IR camera.
This useless feature was announced in January, and was shown off with the ability to detect rock-paper-scissors motions. I don’t know about you, but I can play rock-paper-scissors in real life, and I’m not particularly eager to face off against a computer opponent.
Oh, and I can’t forget the 1-2-Switch implementation in Eating Contest, which totally works and no one is ever frustrated with.
Sigh.
As usual, Nintendo went overboard and had one too many ideas with their new hardware. The Wii Classic Controller clip comes to mind.
Infrared has been used successfully on Wii, for pointer controls, and on 3DS for amiibo accessory connectivity. This is not one of those times.
NX rumors began shortly after Wii U launched. People were quickly eager for the next big thing.
Closing in on Switch’s first year, and Nintendo fans aren’t fidgeting for news on its successor. We’re content. Eager for certain game announcements, yes, but satisfied with the hardware.
“What do you want in the next Nintendo console?” Even enthusiasts are having a hard time answering that. A more powerful Switch, I guess?
And I would agree with that. Friends texted me right after the Switch reveal video, asking me what I thought. My response: What more could you want? It’s got all the buttons, it’s HD, and you can play on your TV or take it anywhere.
In many ways, we’ve arrived. Similar to the cellular market, where your phone looks about the same as it did 4 or 5 models ago, the Nintendo hardware line is maturing.
Could you imagine a follow-up console to the Switch not being portable? You don’t want to think about that, do you? Rest assured, the hybrid strategy is here to stay.
With Nintendo, that is. Competitors like Microsoft and Sony might not adopt it so quickly because of their emphasis on graphical power.
You can think of those companies as desktop PC makers, whereas Nintendo has differentiated itself as the laptop provider. Not leading the charge in technical specifications but in form-factor.
There certainly are advancements still waiting to be made in the gaming industry, make no mistake. In five years or less, we’ll likely have the opportunity to purchase a 4K Switch tablet with VR capabilities.
But Switch represents a revolution in how Nintendo makes their flagship consoles.
1. If I earn something, just give it to me. Don’t tell me I earned it, then explain how I have to tap through menus to retrieve my reward. Just give it to me.
2. Crafting is not the best thing since sliced bread. Just because Minecraft was super popular doesn’t mean everything needs to be crafted from now on.
3. Simplify the exchange rates. I don’t want to pay real money for leaf tickets to buy a mining pass to collect gold in order to exchange that for bells so that I can use the bells to purchase digital furniture. The expression is “cut out the middleman,” not “let’s create an army of middlemen.”
I’ve heard that phrase every day since the system launched. But what does it mean?
What makes a game perfect for Switch? I started getting a little confused when I heard it simultaneously applied to games like Legend of Zelda: Breath of the Wild and Picross. Two completely different, polar opposite experiences.
Is the Switch perfect for long, single-player adventures because you can chip away at them whenever you have time, on the go?
Is the Switch perfect for bite-sized games that you can boot up and score a quick-win in a couple minutes?
Is Nintendo’s new console a match made in heaven for single player games that you can hold up close and personal?
Or is it perfect for multiplayer, competitive games in a LAN setting?
The answer, of course, is yes. Yes to all of the above. Nintendo seems to have caught lightning in a bottle and created a piece of kit that’s begging to have every new release, multiplatform game, indie title, and definitive edition developed for or ported to it.
There has never been a home console or portable that draws games toward it with such a magnetic force, attracting a diverse collection of titles at that.
A new phenomenon has started to happen where multiplatform announcements are discussed as “coming to Switch and other platforms.”
I’m one of the first people to happily wave goodbye to the 3DS.
It’s low-resolution screen looked behind-the-times the moment I laid eyes on it on launch day. However, there is one aspect of its visuals which I will miss: glasses-free 3D.
Nintendo pulled something incredible off by releasing the only mass-market device employing the technology. Personally fine-tunable by a slider, no less!
The company also made a wise move in never requiring 3D visuals to advance in any games, ensuring those too young, who had eye problems, or just preferred flat images, weren’t forced to see in 3D.
But boy was it helpful.
Super Mario 3D Land, for example, is a fantastic title that takes full advantage of the unique screen hardware. I have a harder time lining up precise jumps on my Switch.
Have you ever stopped and added up your recent gaming purchases, just to see how much your hobby is really costing you?
The Manufacturer Suggested Retail Price (MSRP) is an abbreviation that get’s thrown around a lot oil the gaming industry, indicating what most stores charge for new hardware and software as recommended by the publishers.
However, the amount on a price tag isn’t the true cost associated with gaming.
Price ≠ Cost.
Time: You spend much more time equity on a game compared to what’s come out of your wallet. Even if your job pays minimum wage, your time has a high value on it that is quickly surpassed when sinking hours into the latest open world adventure or competitive shooter. (Related: “Making Your Gaming Time Matter”)
Mood: It takes some maturity and self-awareness to think about how you’re thinking. Oftentimes, video games are liable to alter our moods. We usually like our titles to be somewhat challenging (as opposed to a cake-walk), and there’s a fine line between difficulty that enhances your accomplishment and difficulty that causes frustration. It’s okay to walk away from a game that’s interfering with real life, in any way, shape or form.
Opportunity: Related to time management, opportunity cost is a real thing to consider. Sometimes, it’s good to think about what else you could be doing with your time. In other words, what are games causing you to potentially miss out on? Who could you meet, what could you make, or where could you go?
Health: I’d love to believe that there are no health risks with partaking in Nintendo fandom, but my hands tell me otherwise. Carpal tunnel can set in without proper ergonomics, especially if you spend a considerable amount of time on computers on top of your gaming hobby. Additionally, omitting a short stint in the Wii era, time spent gaming is time spent sitting on your God-given cushions. It’s important to balance digital entertainment with some amount of physical activity (don’t ask my advice on this—I’ll get back to you later).
Don’t feel guilty for spending money, time, and other assets on video games. Like you, it’s my favorite way to have fun! Just try to consider the true cost, and avoid debt… monetary, health, or otherwise.
After multiplearticles on downsizing your dusty gaming collection, you’ve probably gotten rid of a bunch of junk, right?
No?
Today’s thought is a simple one, and it can bring you a surprising amount of clarity.
When trying to decide what to keep, throw away, sell, or even what to play next… ask yourself one question:
Does this game bring me joy?
If yes, keep. If no, bye bye. (Psst… this principal works on movies, clothes, books, pretty much everything. Except living human beings.) Here’s to decluttering!
I’m a collector. I have multiple shelves in my house dedicated to Nintendo, lined with cases of games, amiibo, preorder bonus merchandise, or Club Nintendo rewards (remember those? They used to be physical). My biggest console library belongs to Wii, and I hope to outnumber those games with Switch software this generation.
I’m also a tightwad. I prefer saving money over spending it. I don’t mind waiting months or years for things to go on sale before buying.
How does one balance the urge to collect games, when trading or selling them can help financially? It’s a tough choice.
I’ve purchased 9 Switch games in the system’s first 7 months and sold 3 of them. Sure, it was opposed to my goal of expanding my collection, but they weren’t great games. I’d rather have a small amount of excellent titles than a larger batch where you don’t know what you’re going to get.
When deciding to keep a game or not, first acknowledge that it’s probably disappointed you. If it hadn’t, you likely wouldn’t be debating what to do with it.
Next, this question is super helpful: Do I want to introduce my kids to this? Whether you’re a parent or not, it helps put things into perspective. Video game collections are best not when they take up a lot of space, but when you can proudly open up a box with your ten-year-old and tell him or her to pick anything; you know you’ll have a great time.
Do I want to play this with my daughter in fifteen years? No, it’s not the best one in the series. Sell this one. We’ll play the older version.
Keep the best, get rid of the rest! You’ll have more space and more money to put toward better experiences.